Away from the Dinner Table #8: Believable LARP Magic

Magic is one of the staples of fantasy role play. On the table top, all manner of wondrous effects are possible; all you need is a good imagination (and perhaps a pencil and a number of measuring devices) and you can create objects, throw fireballs, summon various critters, turn things into other things, and fly. It's not so easy in a LARP.

Magic is one of the staples of fantasy role play. On the table top, all manner of wondrous effects are possible; all you need is a good imagination (and perhaps a pencil and a number of measuring devices) and you can create objects, throw fireballs, summon various critters, turn things into other things, and fly. It's not so easy in a LARP.

Magic in a LARP has the potential to be one of the coolest things ever. Unfortunately, it also has the potential to be very very lame. Even more unfortunately, magic by its very nature pulls players toward effects difficult to represent in a LARP. All of the effects mentioned in the opening paragraph have been tried on the LARP field, with varying degrees of success. But unfortunately, none of them pass the tests of simplicity, playability, and believability.

Let's talk about wall spells. When you cast a Wall of Fire, say, you are calling into existence a physical object that is visible, exists in a certain area, and affects its environment and bodies within it in an obvious way. On the table top, all the GM needs to do is draw a line across the map with a dry-erase marker, and bang, there's your Wall of Fire. All the players can look at the line and know where it is and what it is, and have a pretty good idea of what will happen if they send their characters through it. But in a LARP, the players won't necessarily know any of this stuff. The players present at the time of casting will know that a wall of fire exists. That's all they will agree on. They will almost certainly disagree on its exact size and location. What's more, new arrivals to the scene will run the risk of inadvertently walking through a wall of fire which they had no chance of seeing and avoiding. Perhaps a physical representation of the wall is the answer? Possibly, but then the player will have to carry around either a length of rope (which has the disadvantage of being easily overlooked or being mistaken for mundane rope) or a sheet of plastic (which has the advantage of being very noticeable but the disadvantages of being unwieldy and difficult to place). Both of these physical representations will require an interruption of combat to place. Not having them will almost certainly cause interruptions in combat to argue over where exactly the wall is, who walked through it, and who wouldn't have walked through it if they'd noticed it, which they would have done if there'd really been a wall. . .

With this said, I submit there are only three types of spells inherently LARPable: Damage Dealing, Damage Healing, and Damage Preventing. There is a fourth kind of spell, which I will conveniently call Miscellaneous, that will encompass the odd LARPable spell that doesn't fit in the three main categories. A Damage Dealing spell is LARPable because it is quick (instantaneous), it has a clear effect (subtract X points from your Hit Point total), and it has a clear area of effect (the target). There are no ambiguities of location or size, and the person effected knows exactly how to behave (mentally subtract hit points, falling down if the total is equal to or less than zero). The other three main types are LARPable for similar reasons. This leaves the Miscellaneous category.

For a spell to be LARPable and be unrelated to damage, it needs to pass a few tests. Does it call anything into existence? Does it destroy anything (other than monsters)? Does it summon anything (including monsters)? Does it move anything? Does its effectiveness depend upon the caster's concentration? Is its duration anything other than either "instantaneous" or "permanent until dispelled"? Is its effect, location, size/area of effect at all ambiguous to players who did not see it being cast? Does it look just plain silly? If the answer to all of the above questions is NO, then you have a LARPable spell.

I have included a spell list at the end of this article. The Damage Dealing, Damage Healing, and Damage Preventing lists are abbreviated because they follow a logical progression. To include the entire list would have been a waste of bandwidth. The Miscellaneous list must also be considered to be incomplete simply because there may be other LARPable magical effects I haven't seen or thought of. The terms used in these spell lists are necessarily generic. If you want to call them Earth Spells, Fire Spells, Water Spells, and Air Spells, that's fine. If you want to call Deal Damage 1A "Rain of Fire," go right ahead. In fact, I encourage you to come up with an appropriate, non-generic name. The Destroy Undead series of spells uses generic undead names and can be extrapolated up the ladder of undead power. Please plug in the appropriate undead for your LARP.

Now, there's a downside to using only the most LARPable spells in your LARP. The people who want to be able to fly, turn people into toads, summon fire elementals, and so forth, will be disappointed they can't do that sort of thing. But the playable, believable magic that is left should more than make up for the loss of a bunch of unplayable, borderline believable spells.

Finally, I'd like to invite all you LARPers out there to submit your favorite LARPable spells. Just type them in on the Gamegrene comment form. I may not agree that your spell is playable, but someone else might. The hobby can only benefit. Game on!

LARPable Spells

Damage Dealing
1st level

Deal damage 1

Effect: Deals one point of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

2nd level

Deal damage 1A

Effect: Deals one point of damage to the target

Range: Throw (Use a LARP safe spell packet)

Area of effect: Target

Duration: Instant

Deal damage 2

Effect: Heals two points of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

3rd Level

Deal damage 2A

Effect: Deals two points of damage to the target

Range: Throw (Use a LARP safe spell packet)

Area of effect: Target

Duration: Instant

Deal damage 3

Effect: Deals three points of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

(And so on)

Damage Healing
1st level

Heal damage 1

Effect: Heals one point of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

2nd level

Heal damage 1A

Effect: Heals one point of damage to the target

Range: Throw (Use a LARP safe spell packet)

Area of effect: Target

Duration: Instant

Heal damage 2

Effect: Heals two points of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

3rd Level

Heal damage 2A

Effect: Heals two points of damage to the target

Range: Throw (Use a LARP safe spell packet)

Area of effect: Target

Duration: Instant

Heal damage 3

Effect: Heals three points of damage to the target

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Instant

(And so on)

Damage Preventing
Damage preventing spells may not be layered, e.g. seven Armor 1s do not equal seven points of magical armor; they equal one point of magical armor. The 'extra' points are lost. Further, an Armor 3 cast on top of an Armor 2 does not equal five points of magical armor; they equal three points of magical armor. The higher level spell cancels out the lower level spell.

1st level

Armor 1

Effect: Creates one point of magical armor, surrounding the target as if it were actual armor. This magical armor is lost in combat as if it were actual armor. The magical armor will absorb all damage until it is 'used up,' at which time the target will begin to take damage normally. Once this magical armor is 'used up,' it is utterly gone. It cannot be repaired; the spell must be recast.

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Permanent until dispelled or lost through combat.

2nd level

Armor 2

Effect: Creates two points of magical armor, surrounding the target as if it were actual armor. This magical armor is lost in combat as if it were actual armor. The magical armor will absorb all damage until it is 'used up,' at which time the target will begin to take damage normally. Once this magical armor is 'used up,' it is utterly gone. It cannot be repaired; the spell must be recast.

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Permanent until dispelled or lost through combat.

3rd Level

Armor 3

Effect: Creates three points of magical armor, surrounding the target as if it were actual armor. This magical armor is lost in combat as if it were actual armor. The magical armor will absorb all damage until it is 'used up,' at which time the target will begin to take damage normally. Once this magical armor is 'used up,' it is utterly gone. It cannot be repaired; the spell must be recast.

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: Target

Duration: Permanent until dispelled or lost through combat.

(And so on)

Miscellaneous

1st Level

Lock

Effect: Causes any lock it is cast on to engage. This works for latches, bars on doors, etc. as well as mechanical locks.

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: One Lock

Duration: Permanent until unlocked.

Notes: To cast this spell, the player must have a piece of chalk with which to write "This lock is Locked." On the door, lid, etc. that the lock is set into. Without the written words "This lock is Locked." other LARPers will not know that this spell has been cast.

Light

Effect: Creates a dim light

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: One point

Duration: Permanent until the light stick goes dark

Notes: To cast this spell, the player must use a Cayalume or similar chemical light stick to represent the light source. No stick, no spell, no exceptions.

Destroy Undead 1

Effect: Destroys one animated skeleton

Range: Touch (use a LARP safe wand or staff to touch the target)

Duration: Permanent

Notes: Only works on skeletons.

2nd Level

Hold

Effect: Causes any door, lid, window, etc. it is cast on to remain closed no matter what.

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: One door, window, etc.

Duration: Permanent until dispelled.

Notes: To cast this spell, the player must have a piece of chalk with which to write "This door (or window) is Held." on the target. Without the written words "This door is Held." other LARPers will not know that this spell has been cast. This spell will not work unless the door, window, etc. is actually closeable. You can't cast this spell on a hole in a wall.

Knockback

Effect: Target player must immediately retreat five steps

Range: Touch (use a LARP safe wand or staff to touch the target)

Duration: Instant

Notes: Will not work on inanimate objects.

Improved Destroy Undead 1

Effect: Destroys one animated skeleton

Range: Throw (Use a LARP safe spell packet)

Duration: Permanent

Notes: Only works on skeletons.

Destroy Undead 2

Effect: Destroys one zombie or skeleton

Range: Touch (use a LARP safe wand or staff to touch the target)

Duration: Permanent

Notes: Only works on zombies or skeletons.

3rd Level

Unhold

Effect: Dispels the Hold spell

Range: Touch (use a LARP safe wand or staff to touch the target) Area of effect: One door, window, etc.

Duration: Permanent

Notes: This spell only works against the Hold spell. It will not unlock a locked door. The caster must erase the words "This door is Held." from the target when casting this spell.

Improved Knockback

Effect: Target player must immediately retreat five steps

Range: Throw (Use a LARP safe spell packet)

Area of effect: One target

Duration: Instant

Notes: Will not work on inanimate objects

Knockdown

Effect: Target player must fall to his knees

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: One target

Duration: Instant

Notes: Will not work on inanimate objects. The target may act normally after falling to his knees.

Destroy Undead 3

Effect: Destroys one wraith or one zombie or one skeleton

Range: Touch (use a LARP safe wand or staff to touch the target)

Duration: Permanent

Notes: Only works on wraiths or zombies or skeletons.

Improved Destroy Undead 2

Effect: Destroys one zombie or one animated skeleton

Range: Throw (Use a LARP safe spell packet)

Duration: Permanent

Notes: Only works on zombies or skeletons.

4th Level

Disarm

Effect: Target must drop his primary weapon

Range: Touch (use a LARP safe wand or staff to touch the target)

Area of effect: one target

Duration: Instant

Notes: Does not work on inanimate objects. Does not work when target's 'weapons' are a body part, e.g. claws. The target may pick up his weapon after dropping it.

Improved Knockdown

Effect: Target player must fall to his knees

Range: Throw (Use a LARP safe spell packet)

Area of effect: One target

Duration: Instant

Notes: Will not work on inanimate objects. The target may act normally after falling to his knees.

5th Level

Improved Disarm

Effect: Target must drop his primary weapon

Range: Throw (Use a LARP safe spell packet)

Area of effect: one target

Duration: Instant

Notes: Does not work on inanimate objects. Does not work when target's 'weapons' are a body part, e.g. claws. The target may pick up his weapon after dropping it.

I think you're forgetting a few other types of spells - debuffs and snares. Disease-type spells weaken stats without needing to deal damage. Snare-type spells include pinning one foot, binding both arms, and total paralysis. Further, there are buffing spells, which strengthen the caster's allies in some fashion without being simple damage prevention. And of course there can be many types of damage to deal, heal, and prevent, but you've already more or less included those things.
One of the more ingenious spells that I've seen in NERO and Chimera Interactive games is basically a version of the children's game "Marco Polo," useful for hunting targets all over a game site.
Hope this gives you more ideas for your own games.

After being a supreme staff member at 3 LARPs now, I disagree with your limitations on LARPable spells. I'm from NJ, where we currently have 5 LARPs available to us, and almost all of them have wall spells, summoning spells and sanctuary spells. Use of garland, rope light, glow sticks and heavy doses of makeup and imagination, and unfortunately yes, a hold here and there all work just fine to produce a tangible and easily agreed upon boundry or monster when the occasion arises.

The problem with magic is the need for instantanious results. For effects like damage, healing, and prevention, those make for excellent combat effects. Things like maiming limbs, pinning feet, and knocking players unconcious also make for good instantanious effects to be used in combat.

However, once you take magic out of combat, you can give yourself a wider range of possible effects. Spells can be used to summon monsters, create or enchant objects, or even move distances, as long as the system has the support of the game masters.

A magic user can sit down and perform a ritual to summon something, and with a handy game master, who has previous knowledge of the exact effect of the spell being cast, that thing can appear. A monster can make its way towards the ritual, or an item can be carried in by a spirit. However, these effects are not instantanious, and they do not appear out of the air. But, with a little work, the act of "bringing" the item to the caster can be made to look rather cool.

Yes, combat effects can be limited, but with proper support from those running them game, the use of magic outside of combat has many possibilities.

In Mordavia (www.mordavia.com) there are several spells that while they do not seem to fit your rules, are nonetheless easily played. For example Siamese Curse: thrown. Target and another (indicated) person or monster must link arms (not ones holding weapons) and stay together permanetly or until dispelled. Also Stone Hands - thown - single target, target may not move from spot when hit (i.e. stone hands are grasping its ankle)(permanent until dispelled) Some of the other spells, like astral gate (where the caster can move himself and whetever he's touching between specified areas) are workable using props and the 'invisible player' signal (hands on head). Just thought this might be interesting so that you know there are other workable alternatives.

Spells where only the caster needs to understand the effects or non combat spells where the caster can explain the effect such as:

Healing
speak with dead
cure poison
raise dead
raise zombie
etc

and spells that only the caster and an NPC (enchanted being) need to understand. I make this a seperate category because you do not want to force a new player to memorize the effects of 20 or so spells in order to play your game. However an experienced NPC can be trained in the use of all spells. So it is usefull to create a class of spells that only effect magical creatures (enchanted beings) This allows for a much wider variety of Combat effective instantaneous effects.
Some examples

In other Larps I have seen illuminated rope used as wall but you have to have the outlets, In battle a single hand held raised can illustrate the use of a wall spell and also limits the duration to how long you can hold it, this sometimes has to be clarified as there are different wall types, including some that deal damage if passed ie Fire

Mage hand or any telekinesis has always thrown me, cause someone has to grab the object, and if a Game marshal isn't available then it becomes something that can never be done subtly in game